Gameplay: After installation, enter the key or ID code and
then press enter. This is a point and click game. The Main Menu has new game,
save game, load game, options, credits and quit. The Options Menu has the volume
for spoken word and sound, subtitles and gamma correction. In saved game, enter
the name saved game and then press enter. There are 24 saved game slots.

The main menu is accessed by clicking on gear icon at top right of the
screen. Double click the exits to move between locations faster. Pressing
Tab will show all the exits during gameplay. Inventory is at the bottom of the
game screen. Right click an item and it will be identified or check what else is
contained in that item. Press ESC to skip intro.

See William write a letter to Samuel.
The ancient ring of your heritage should always be you. I am afraid...

William is seen falling off the tower
window.

It is best to click a hotspot until
the cursor is not red-active anymore and to right click the hotspot if it is
still red. Right click to check the items in inventory closer. Exhaust all dialogues.

Chapter 1

return of the
future...

Castle Black Mirror:

Meet the main characters in the
Common Room: See Victoria, the widow of William.
Heinz Hermann, the pathologist is
invited to stay and he went to the library. Robert, son of William and Victoria
went to his study. Victoria wants you to stay for good. You are a Gordon. Bates
the butler has your room ready and gives you the key.

Why Samuel left for 12 years:

Lobby - In inventory, you have William's mourning card.
Check all hotspots. Press tab and see all the exits.
Take the SE exit and climb the stairs. Go to the room.

To the room - Check the newspaper rack by Robert's study. Inside is a letter from HH about
a parcel brought by Mark. Check all hotspots. Go forward to the room passing Victoria's room on the left. Use key on the room and enter your bedroom.

Samuel's bedroom - Check the broken mirror and Cathrin
is mentioned. Click on drawer under broken mirror. Check the album and the
picture of Cathrin. The bottom drawer is locked. Turn to the doorframe and click
on it - it is too high. Right click the doorframe and find the key to the drawer.
Use the key on bottom drawer and see camera, films and bible. Look at the portrait of above the chair and find out
that Cathrin died in a fire and Samuel feels it his fault. Check portrait above fireplace and the fireplace
(get Bates to start a fire). In the suitcase, take the headache pills
and wallet. Right click the wallet to get a coin.

Old Wing - Go to the balcony and
click at old tower.
You must
get inside somehow. Go back in and continue to the old tower. Listen to his
guilt about Cathrin. Check everything. Look
in the fireplace and then right click to get remnants of old photograph.
Look at close at torn-up photograph and put it together.

When complete, it will be placed in
inventory. Check the door to the attic and find it locked.

Find the key to open the attic:

Bates - Talk to Bates dusting
the fireplace just outside the library about all topics especially about the key
and fireplace.

Dining room - Look close at the fruit bowl and get sweets.
Check everything.

Kitchen - Take key by cellar door. Check
everything.

Attic - Use key on attic door. Check a locked chest,
other hotspots and the entrance to tower. The door to the tower is boarded up.

Find a way to get in the tower:

Bates - Talk to Bates by library door about tools and entrance to tower.
Morris and stables are mentioned. Go out through the front door.

Stables - Go to stables and on the way
look at broken fence where William
fell. Talk to Morris, the groom about everything.

Enter the stables. Open the drawer and
take the hammer. Check the tool box also. Play with the light switch by the horse.

Tower entrance - Use the hammer on boards and find out that the door is
locked. Click on door again until you should ask Victoria is said. Go to
your room and meet Bates coming out of your room.

Look around the area:

Castle ground - Look around castle ground.
Check everything at right wing area and rear garden (fountain) and main gate. Go
by the stairs and meet Henry, the gardener. Talk to Henry about
everything.

Greenhouse - Go to greenhouse and find it locked. Look close at grinder and see blood. Talk to Henry about the grinder and
closed greenhouse.

Recording Strange Tower symbol:

After seeing the broken fence by
tower, talk to Bates by library door about where William fell.

Tower base - Look close and click at stain.
You should put this down somehow.
Look close and right click at bush to the right to get a strange object.

Bates - Talk to Bates at kitchen about the strange object. Place attic
key back.

Bedroom - Take the camera from the drawer.

Robert's study - Ask Robert about
everything. He will not recognize the
photo. Ask about film and then the chest in the attic. He will give you the
key.

Attic chest - Use the key on chest and take film. In inventory,
combine film and camera.

Tower base - Take picture of the stain in close up.
Where do you have it
developed?

Stables - Ask Morris about Henry and the strange object.

Trail of the strange object:

Greenhouse - Check the painting on the easel. Talk to Henry about the strange
object and the painting. He pawned a part of the strange object.
Ask about the Bill of exchange.

Library - Talk to Hermann about William and the photo. William had burns on
his body and he will talk to you more tomorrow. Go to central part and
take the map from the table with an hourglass. Look around the whole
library and read the history of Warmhill Manor, the large book on the desk.

Victoria at the Common room - Talk to Victoria about
everything. William was looking for truth. There's a secret chapel under the
church.
Morgan's body is in a secret crypt. Victoria got upset about the tower
discussion. Go talk to Bates in the kitchen. He advises that you apologize as
soon as possible. Apologize to Victoria. Victoria says to Go ask the doctor about William's personal
effect. The photo is recognized as a quiet boy that became mad and was sent to
Ashburry. Robert accepted him as a patient.
Hmmm. Robert lied.

Library - Talk to Hermann again and ask about personal belongings. The
Doctor's man will bring the personal belonging at the Main Gate at 7 o'clock.

Robert - Ask him about
everything. Murray at Willow Creek has dark room at his pawn shop.
The photo resembles a
patient of Robert.

Right click the map and the click on Willow Creek.

Willow Creek:

Find the pawn shop:

Creek area - Check everything.

To Pub - Talk to boy. Give sweets and
show photo to Vick. Enter the Three Kegs Inn.

Pub - Talk to Harry. Mark
is mentioned. Talk to Tom. You say you will pay his debt. Talk to
Harry about Tom's debt and pay the debt. Talk to Tom again. William goes to the
vicarage after midnight. You can ask the vicar and the grave digger for verification.
Ask about Mark who works part time for Murray or Hermann.

Cross the bridge - The pawn shop at the corner is locked.

To Pub - Go back to Pub and talk to Vick.
After a while, find out that Murray went to town and won't be back until
tomorrow. Oops - Vick broke the window. Enter the pub and talk to Harry about
Murray.

Warmhill Vicarage:

Verify William's midnight
foray:

By church - Check the 2
entrances and find out the church is locked. Talk to gravedigger about everything. 6 months
ago after midnight, William was here looking for something
and Father Frederick was expecting William.

Rear of Cemetery - Go to rear of cemetery left of church. Go to William's grave. Look close at William's headstone and click again. Hear your promise to
find out the truth.

By church - Talk to gravedigger again. The church bells ring seven - It's
seven o'clock and automatically go to the castle's main gate.

Castle:

William's clue:

Main Gate - Talk to
Mark and take the box. Right click on box in inventory to see watch and some
trinkets. Right click on watch and see paper. Right click on
paper in inventory. To my forgetful head: The path to the key begins in the library on my work table,
hidden away under the blue curtain of unwritten words. The paper
also shows books, map,
globe compass and inkwell.

Library - Look at the globe and 'it seems something is missing
here'. Read the Warmhill Chronicles again if you want to. Look at inkwell and
see a button. When the button is
pressed - the secret cabinet opens.

Globe puzzle - Take the box that
has the miniature planets of the solar system from the secret cabinet. Go to the globe. Click the box of
planets on the indentations. Arrange the planets on the rings around the sun.
When done correctly, it opens to show William's key.

Finally, the tower:

Tower - Use William's key on door.
The door with the key on the other side closes and locks you in the tower. Check the massive chest
and chessboard (black rook missing). Open the roll
top desk.

Roll top desk - Check parchments
(important notes somewhere). Take black rook and right click it in
inventory to make it a small knife. Check the small cabinet (jewel
box) and it has melody heard before.

Drawer - Check the drawer of the roll top desk. Take
untitled book and right click it in inventory to get a key. Pull back
from close up and right click the drawer and get Williams's diary.

William's diary - Read it and
learn that the men that have the madness that plague the Gordons have in common
was they were born in the same week repeating for 5 centuries. There are 5
symbolic keys given to men in the family. William is in search of all 5 keys.
William has one, James, Marcus, Dergham Gordon of the branch in Wales and the
fifth key's location is not known. He concentrated on where Marcus was supposed
to be buried - under Warmhill parish. He found a pedestal that has a complex
mechanical lock. He opened the lock but didn't find Marcus' body. A sign
Shall wisdom be your way. The first answer of the
puzzle was MAP. He also found a stand with a black ball.

Massive chest - Use key on
massive chest on right of the screen. Take strange black sphere (cold to
the touch).

Use the small knife on door and
the door is opened. Exit the tower and Samuel collapses.
He was brought to his bed by Robert and Bates.

Chapter 2

back to the light...

Samuel dreams of a man under water and a key dropping to the
bottom of the water.

There's a knock on the door. Bates informs you that Henry was
found dead in the pond. Detective wants to speak to you in the Common Room.
After the interrogation and before he left, the detective said that he will
close the case after Dr. Hermann's report.

Find out what
happened to Henry:

Stables - Talk to
Morris.

Fireplace before library -
Talk to Victoria and she will mention where Dr. Hermann lives.

Kitchen - Talk to Bates and find out more about the death - around
midnight but the body was found around 6 AM.

Robert's study - Talk to Robert about his research.

Old Wing - See
that it is unsafe to go to the attic because the roof caved in. There is also
a broken window.

Rear Garden - Go
to the fountain and see a footprint by just above the puddle on the ground.
Click twice and then right click the fountain. There is something glittering
at bottom.

Greenhouse -
Look at right drawer and see a metal box that is locked. We
need the key.

Get Morris' key:

After
remembering the dream and the seeing something glittering under the water in the
fountain, we have to see how to get it.

Cellar by kitchen - See
that the cellar door is open. Enter and talk to Bates at far
right. Learn that there's a pump that controls the water flow in the castle. Go to rear
of cellar.

Rear of cellar - Look at
the pump and then the pump control. Since you don't know what to do yet, go talk
to Bates. Bates will explain that the fountain column is the second from the
right and that you can adjust the amount of water in those columns by using the
other 3 wheels. Go back to pump control.

Pump Control puzzle -
Save game here. The object of the puzzle is to lower (L-R) #3 column to no
water seen.

This can be done is
several ways. Note the height of the columns when one of the wheels is
turned. Note that (L-R) columns 1 and 3 can be raised to the highest point
before all the wheels can not be turned anymore. Note that the last column #4
can be raised only midway before locking all the wheels.

The best strategy is
to lower #4 column enough to allow #1 and 3 columns to be moved.

This is one way to do
this puzzle if the wheels are not yet turned. So if you have touched the
wheels - go back to a saved game and then turn
from L-R wheels: Wheel #2 - left click once. Wheel #1 - right click 7
times. Wheel #4 - left click once. If correctly done, you will hear a glurb
glurb and Samuel will say READY!

Leave the cellar
through the front area and out.

Fountain - See
that the fountain is drained. See a symbol on the side. Click the camera
to record the symbol and then pick up the key beside it.

Greenhouse - Use
the key on the metal box (cabinet) in the drawer. There is no bill for the
pawn shop to be found. Take and read the letter to Victoria and find out that
Henry intends to blackmail Morris.

Cellar - Ask
Bates about the letter. Stable -
Talk to
Morris about the letter.

Now you can leave and
check on Dr. Hermann and his promised report on William as well as Henry's
death.

Dr.
Hermann's house and morgue:

Trail of
the bill of exchange:

See Dr. Hermann throw
something in the garbage. Samuel follows him down to the morgue.

Morgue - Talk to
Dr. Hermann and find out that he changed his mind in explaining William's death
except for the presence of chest burns. He refuses to let you check Henry's
belongings. Henry's death report that should be kept secret shows that Henry
does not have a single drop of blood in his body.

Outside the morgue
- Check the garbage container and find out that it is padlocked. Check the trash
bin and find torn papers recently placed there.

Torn paper puzzle
- Put together the pieces of paper. Right click torn paper in inventory. In
close up; left click to pick paper, right click to turn and then left click to
drop in place.

Who does research that
we know of that has an initial R? Hmm...

Ring
the doorbell by the door, talk to the doctor on the intercom and enter. Go down to the
morgue.

Morgue - Check
everything. Note the key on the left above the sink basin. Note the photographic
canister under the right sink-basin. Samuel would note that doctor develops
his films here. Talk to the doctor. You're
standing at a morgue... Oh yes, that's quite apparent! He will
develop the films if you get toner from Murray in the village.

Village - Talk to
fisherman on dock and to Vick by the pub.
Pub - Talk to everybody about Henry and find out that he was sober
last night.

Pawn shop - Cross
the bridge and enter the pawn shop. Talk to Murray and he wants 35 pounds to get
back the rune-strange object. He will not give it to you unless you have the
bill of exchange. Samuel says find a way to get the bill of exchange. Get
the toner.

Distract the
Doctor to get the bill of exchange:

Pub - Talk to
Harry about Mark. Talk to Mark and pay him 20 pounds (positive answer) or 30
pounds (negative answer) to distract the doctor.

Morgue - Ring
doorbell and talk to the doctor at the morgue. When he leaves to talk to Mark,
click on box found in the room in the background. Get the bill of exchange.
Click on table drawer in the background and get the imprint plastic.
Click on key above the sink-basin. The large one is the one for the garbage
container. Click plastic on key to get a key imprint. You leave the
morgue.

Ring the doorbell again
and talk to Doctor to give him the toner.

Pub - Talk to
Harry about the imprint and he will refer you to Mark. Talk to Mark and he will
try to make a key from the imprint. Be back in an hour to check if done.

Castle - Talk to Robert about
Henry's loss of blood.

Pawn shop - Talk
to Murray and for 40 pound, then 35 pounds he gives the strange object. In
inventory, combine the strange object and the rune to make one strange object.

Morgue - Ring
doorbell and talk to Doctor about the film. The developed pictures are on the
tray by the sink Samuel places the pictures in William's diary. The difference
between the 2 pictures is the symbol at the center.

Pub - Go back
around 2-3 times to the pub and ask Harry about Mark. Finally, Harry will give
you the key Mark left for you.

Morgue - Use the
key on garbage container. Take Henry's clothes and it exposes human
remains underneath. Right click Henry's clothes and feel something hard
inside. Right click the black rook to make a small knife and use it
on Henry's clothes. A diamond is seen. Click diamond over the strange
object to complete it. Now you can enter the church.

Warmhill Vicarage:

Look for the
findings in William's diary:

Enter the church through
the side entrance. Look at the stone tablet by the door and see the church was
built by Marcus in 1230.

Check the locked grate,
the rear part and then go to the Altar. Talk to Father Frederick at the altar.
Eventually, he will let you in the belfry behind the locked gate.

Belfry - Look at
everything, the gate to the rear part of the cemetery and the opening. Place the
strange object on the opening found below the candle on the pillar. An altar
rises at the center of the floor.

Mechanical lock
puzzle - The object of the puzzle is to reverse the positions of the black
stones and the white stones. The red stone should be at the center.

Click on a stone, then
click on adjacent empty space to move that stone to that space. The way that
works for me is to move white stones to one end to have space to work in and
then move the black stones to the opposite nearly empty side.

When correctly done, a
grating sound is heard.

1. Move bottom white to
sides.

Move red and top white to
bottom.

Move top white to sides.

2. Move all black on left arm
to top.

Move bottom white and red to
left arm.

3. Move top 2 blacks to
bottom.

Move top left side white to
left arm.

4. Move 2 bottom blacks to
top.

Move bottom-most white to
top.

5. Move all 3 right side
blacks to bottom.

Move top
white to right arm.

6. Move left arm white to
right arm.

Move 2 bottom
blacks top and right arm.

7. Move bottom right side
white to left arm.

Move top
black to bottom right side.

Move bottom left side white to top.

8. Move right arm black to
bottom side.

Move top white to
right arm.

Move center top
black to bottom.

9. Move left arm white and
then red to top.

Move right
arm white to left.

10. Move one bottom black to
right side.

Move top red and
one white to bottom.

Move top
white to left arm.

11. Move right arm black to
top. Arrange top blacks in a row.

Move bottom white to right arm.

Move red to center.

Arrange bottom black in a row.

Move the carpet at left side of the floor. Go down.

Catacomb - It is dark in
here. Look at opening on the pillar. Take the strange object from the
opening upstairs. Place the strange
object on the opening at the catacomb. The light comes on and the trapdoor closes. Read the engraved lettering -
Shall
wisdom be your way.

Riddle puzzles - There are 4
old books on stands. They contain riddles. Beside them are 4 stone
blocks where the answers to the riddle are placed by rotating the letters. When
correctly done the stone blocks lowers to the ground.

Front left book: It can't be seen
but it can be heard. It will not speak unless it's spoken to. A picture of a
monk talking to 2 men is depicted on the opposite page. Answer is ECHO.

Back left puzzle: The more you take
away the larger it grows. A picture of an entryway is seen. Answer is HOLE.

Back right puzzle - Cities without
house. Rivers without water. Forests without trees. A picture of a globe is on
the opposite page. Answer is MAP.

Front right puzzle - Black when
bought. Red when used. Gray when thrown out. A picture of a woman using a
bellow is seen. Answer is COAL.

For Dutch games:

Back left puzzle:
Hole=gat
Front right puzzle: Coal=kolen
Back right: Map=map, the same as in English
Front left : Echo=echo, the same as in English

When correctly done, the stone tomb
of Marcus Gordon rises.

Open the tomb and take the book.
The book states that Black Mirror is the gate between 2 worlds - good and
evil. The book describes the fight between Marcus and Mordred Gordon. The
curse stated by Mordred before he was slain by Marcus -
Of your blood, others will rise with your name bearing my curse! One of your
heirs will convert five souls of five mortals. This will be the catalyst to
bring my anger back to life! And I will return! When your days have ended
there will be no one to stop me.

The
secret chapel must be under the castle. I must finish what William has
started. Take Marcus' diamond sacred key - first key
of the five.

Look at candlestick at bottom of
screen. Right click on candlestick and see a rat go to a suspicious hole.
Click on suspicious hole to fall down a hole.

Mine:

Get out of this place:

Mine power control place:

To get light - It is dark
here and you lost a lot of your inventory.

Power lever puzzle - Go to
far wall and see a rusty valve. Turn it until it won't go anymore. Go to the
mechanism. In zoom mode, you have to know which lever to turn to get the power
on.

Move left lever to the middle, the
middle lever to the bottom and the right lever to the top. Press the button.

Live cable problem - Pick up
all your other inventories but the camera is smashed. See a live cable hanging
by the grilled door on the left. DO NOT TOUCH or you die! Click on metal box
on the left middle shelf in the other room. You take the wire cutters.
Press the red button at the mechanism to cut power. Use the wire cutters on
the now dead cable to cut it. Press the red button again to turn on the light.
Take the rope draped on the grill fence at center of room.

Open the grilled door - Try
to leave but the grilled door is locked. Right click on door and Samuel will
note that the key is on the other side. Use the wire cutter on the grill and
then click to get the key from the other side. Use key on lock.

Mine shaft - Take the
iron rod on the pile at left of the puddle. Take the rag from the
skeleton. Check the switchboard. It is stuck. Use the small knife (rook) on
the switchboard to open it. It has fuses.

Go to the tunnel and see an
elevator lift, full barrel and mining cart. The lift has broken lock.

Go to the engine room and see a
large engine. Samuel doesn't know how to work the control panel. There's a
pool with oil on the green area to the right of the engine.

Way out of this level - Go
back to the lift room. Click on lid bottom of full barrel by the lift. Right
click and Samuel says there's something under the lid. Click on barrel
to try to move it. Too heavy! Use the iron bar on barrel to drain some oil.
Now Samuel tilts it off to reveal a trap door.

Trap door - Click on trap
door and it's too heavy. Click the rope on trap door and the other end to the
mining cart. Click-push the cart and it is too heavy. Right click the cart and
Samuel says get rid of the break stop. Push the cart again and it moves to
pull the trap door open. Climb down.

Lift room - Go down once
more into another room. There's a locked locker. Go to the hotspot on the left
wall. Click on it to find it to be a stuck switchboard. Use the small
knife on the panel to open it.

Circuit board - Click the
wires on the clamp. Right click to unclamp. Arrange the wires from left to
right: wire clamped already, green, red and then blue wire. The light comes
on.

Check the
skeleton and then right click to get a small key. Read the old book
-diary of the trapped miner about the ghost problem and how he died. Click the
small key on locker and get revolver, click again for bullets
and click again for the plans to machinery. In inventory combine 2
bullets to revolver.

Engine room - Climb up to
mine cart level 2. Go to engine room and click the plans to machinery on
control panel. The main engine is working now.

Lift room - Go back down to
the lift room and see that there's a hole in the pipes. Try the rag on it but
will get burned. Go back to engine room and use the rag on the green pool
beside the big engine. Go back to lift room and use wet rag on hole. The
generator can not take full power. Look at fuse box and see that a fuse has
blown. Go back to the switchboard at the mine shaft off the lift at level 2.
Take a fuse from the switchboard. Go back down to lift room. Use the
fuse on the fuse box. Click the generator control to turn it on again. It now
takes full power.

Functional lift - Go up to
the level above the lift room and see that the control panel is lit. Press the
control panel and the lift comes down. Click on control panel again to get the
gate open. Samuel in the lift goes up to the highest floor.

Highest floor - Look at the
grilled door and see that it is padlocked. Click (right click) on padlock and Samuel sees
a rusty part of the firm padlock. Save Game here! Use the revolver on
the firm padlock. You should do this with one shot only. Exit and meet
the wolf.

Wolf - The wolf is blocking
your way. Use the revolver with one bullet to shoot the wolf.

Leave and find Samuel in the common
room with Robert and Victoria. Robert left for work in the sanatorium.
Samuel tells Victoria he is leaving tomorrow to go to Wales.

Chapter 3

hidden legacy...

Samuel had nightmares
of birds, wind chimes and a body on a slab. He leaves for Wales and arrive at
the gate of the manor.

Get pass the
gate:

Welsh manor gate:
Press the doorbell but it would not work. Right click to note that the wires
barely connect. Use the small knife-rook on doorbell. Look at the broken statue on the left. See the leg is
broken. Click again and see a nail Take nail. Use the nail on doorbell
and someone comes.

Louis wants proof that
you are a Gordon. Show him William's mourning card. He lets you in.

Inside the Manor -
Talk to Eleonor about everything. Learn that William was there with Robert 2
years ago and acted strange after being in the tomb. Dergham's grave is older
than the tomb and has a monument in the grounds. Richard, Eleonor's husband works on his Chemistry
experiments in an old house in the garden. After the talk, look at everything
and see a mahogany box with a 9 field chessboard top.

Find Richard:

Go outside and look
around. Go to the path fork and talk to Louis
about the doorbell. Go to the Old garden.

Abandoned House
- Look at the house and note a tower attached to it. Look at faucet by Richard's
feet to take firm wire holding the hose from faucet. Take the path to
abandoned house. The door is locked and no other possible way to enter.

Enter abandoned
house - (Right) click the door and note that the key is on the other side.
Insert William's mourning card on door and then use the firm wire on door. Get
the key, use on door and enter.

Table - Check
the table by right wall. Open the small
drawer and take the fountain pen. Right click the pen in inventory to
see it has blue ink. Look at everything.

Cabinet - Pet
the sleeping cat on the mantel of the fireplace and it runs away. The cat went
inside the cabinet. Open the cabinet and see it is dark there. Check the
newspaper clipping on the door and realize that Richard Gordon is a promising
biochemist doing research on mammalian blood.

Fireplace - Go
back to the fireplace and see a small door on the right. It is locked, right
click to note that it has a hexagonal lock. Pick up the key off the
floor just close to the logs by your feet. Use the key on small door and take
the candle and lighter with no wick.

Lighter with no
wick - Right click on candle in inventory and it says candle with a firm
wick. Right click on lighter and note it is an alcohol lighter with no wick.
Use the small knife-rook on candle to get wick. Click wick on lighter
to get a lit lighter.

Cabinet - Use
the lit lighter on cabinet to see a latch to a secret passage. Enter the
secret passage.

Richard at last
- Samuel surprised Richard and he dropped a flask containing the last sample
of EX-52 oxidant. Be positive on your answer to him. He wants you to go to
Leechdale and to the drugstore in the square to get Boron Oxidant EX-52. It
should be vigorously saturated blue in color.

Get the Boron
Oxidant:

Tower laboratory
- Look around at everything. Take a small bottle from table by door and
take the shards from the floor by Richard. Right click on shards to
note the label of the broken bottle. Exit to the abandoned building.

Inside building
- Take the log, old newspapers from floor and tea kettle
from table. Exit to go outside.

Faucet by wall
- Click the empty bottle on faucet to get bottle with water. Right
click on fountain pen to see it has blue ink. Click fountain pen on bottle
with water to get bottle with dissolved ink. Click tea kettle with
water from faucet to get tea kettle with water.

Inside building
- Go to stove at bottom left of screen. Place old newspaper in stove, then
logs and then use lit lighter on the logs. Place kettle with water on stove.
Wait - the water will boil in a minute. Remember - a watched pot never boils.
<whistle> <tap fingers> Go out and look around. Go back and
look at the kettle to see steam coming out. Click the shard on the steam to
get label. Now to glue it on. Ah, where's the glue?

Toolbox trial -
Go to gate. There's a tool box beside Louis, who is fixing the doorbell. Talk to
Louis. Go to Eleonor inside the house and she wants Louis to mow the yard.
Back to Louis at the doorbell. Talk to Louis about mowing. Back to Eleonor and
ask her about everything. Back to Louis. Back to Eleonor. Then see Louis mowing outside the
manor patio.

Go to the toolbox at
the main gate. Take the glue and firm wire from the tool box.

Use the glue on label
and then the label on the bottle with dissolved ink. Voila! Oxidant.

Richard in the
tower lab - Give Richard the 'oxidant' and then talk to him about
everything.

Get in the tomb:

Tomb - Go to
the Chapel left of the abandoned house. Check the stone flower pot (the soil
is different color) and the monolith of Dergham. Check the tomb to find out
the grate is locked. The path to the ruined old church is swamp.

Richard - Talk
to Richard and he says to ask Eleonor or Louis about the tomb key. Samuel says
to better ask Louis.

Garden - Go to where
Louis is mowing the grass. See his jacket hanging on the tree. Drop the wire
on the lawn. Watch. When Louis leaves, Click on jacket to get tomb key.

Richard - Talk
to Richard about the signs. Go out, visit the tomb, look at the soil, wait for
a while and then go back to Richard. Patience! When you go back to him and ask
Can I bother you for a moment? That's the right time to get an answer from
Richard. Veine is the Irish God of Strife. Odire is the Druid Goddess of
Harvest and Malite is Old God of Water.

If you already saw the
newspaper clipping on the cabinet about Richard during his younger days worked
on mammalian blood experiments, you will be able to ask him for blood. He will
give you an ounce. Click on freezer to get blood.

Go back to the tomb
and on the way pick up the kettle with water from the stove. When in
front of the tomb, pick up some soil from the stone flower pot. Now we
have all of them.

Tomb - Place
the blood on left stone bowl under Veine. Place soil on middle stone bowl
under Odire. Place water from kettle on right stone bowl under Malite. When
done correctly for each statue, the light comes on. I can hear something.

Altar Puzzle -
The altar rise from the floor. See a Zodiac slider puzzle. There are 4 signs
under the tiles that show that the Zodiac tiles are to be arranged in
chronological order around the
4 blank ones at the center. This is a random puzzle , so no solution is
available. Good luck!

Take the key.
Automatically see Louis come, takes the keys and closes the tomb. You're not
done yet but Samuel says to come back at night. What now?

Richard - Talk
to Richard and ask for his help. He wants something in exchange and is as
secretive as you. Come back when it's dark and to tell no one.

Get back in the
tomb at night:

Watch Samuel climb out
of his bedroom when all is quiet. Look at the gardens under moonlight.
Fireflies and bats fly around. The tower lab is lit up and Richard must be
waiting.

Abandoned house at
night - The door is locked. You must get Richard's attention somehow. Go
back to the tower but pick up grit-stone on the walkway beside the pond. Click
the stones on the lit tower window. Enter and help Richard with his
experiment. Oxidant? What oxidant! Bang! As part of the agreement Richard
tells you about the acid in the flask to use on the tomb door. Pick up acid
on table left of door.

Tomb - Use the
acid on the lock of the tomb. Look at
the stone lock on the tomb on the right. Use the key taken from zodiac puzzle
on stone lock. A secret passage opens.

Secret passage
- Enter and see a grilled door that is locked. Look at the lock and note that
the symbol looks familiar.

Richard - Ask
Richard about the symbol of the gate. He tells you about the key in Eleonor's
jewelry box (remember the one on the table left of the piano). Take key
to the mansion from the table left of door.

Mansion - Use
the key on door and go to the table with mirror left of the piano. Look close
at jewelry box.

Knights puzzle - The
object of the puzzle is to get the white knights and the black knights to
exchange their position - white on top corners and black at the bottom
corners. Knights move in an L-shaped path.

white 7 to 6

white 9 to 2

black 1 to 8

black 3 to 4

white 6 to 1

black 4 to 9

black 8 to 3

black 3 to 4

white 2 to 7

white 7 to 6

black 9 to 2

black 2 to 7

black 4 to 9

white 1 to 8

white 8 to 3

white 6 to 1

Automatically take the
amulet. Go to the secret passage.

Crypt - Use the
amulet on the gate and enter the crypt. Save Game here!

Read the engraving on
the central altar - Use a stranger's head or you're own
will shed! Do NOT open the tomb
or you will lose your head for sure!

Look at the skulls
hanging at the middle wall. One of the skulls is labeled skull - third from
right. Click on it and Samuel will note that it is cracked. Click stones on
the cracked skull. The skull falls and breaks into pieces and a key falls
behind a grill. It is unreachable. Go to abandoned building and get the
poker. Use the poker on the key behind the grill. It is a key with a
skull.

Use key with skull on
the monolith and a sound is heard. Now, you can safely move the tomb. Take
Dergham's red sacred key.

Chapter 4

forgotten
bound...

Victoria is upset.
Bates explains that Robert has not returned from the Ashburry since you last
saw him. The nurse reported that he left the gates at midnight. Detective
Collier reported that a boy was found killed in the woods possibly by wolves.

Find out what
happened to Vick:

Village - Go
the Pub and talk to Harry and the gravedigger. The grave digger says that Vick
was torn in pieces and found by the Druid altar in Stonering where Samuel used
to play when he was a child.

Stonering - Talk
to Detective Collier. Note that the blood is only on the altar. Henry's cause of
death is still unknown. There are 3 of the menhirs around
the altar. Look at the middle menhir and see the third symbol. Click William's
diary on the symbol to record it. The vines clinging to the tree
beside the symbol is burned. Talk to the detective about the symbol.

Distract the
detective - Look at the plant on the ground by the menhir to the left, right
click and Samuel will note a piece of cloth. For you to get the cloth, the detective needs to be distracted. Go to the rock on the ground at right of where the detective
is standing. Click the bottle of blood on it. Talk to the detective about the
blood. Right click the fern plant and get a handkerchief that has the
Gordon symbol on it.

Dr. Hermann's morgue
- Talk to Dr. Hermann. Find out that Vick was not killed by any animal.

Castle - Talk to
Morris about Vick.

Find out what
happened to Robert:

Castle:

Mail box - Go to
the mail box at the main gate and pick up a letter from James to Father.
He cannot stand being confined anymore and decided to do something about it. He
will wait at their meeting place.

Kitchen - Talk to
Bates and ask about Victoria. She is in her room and doesn't want to be
disturbed.

Victoria's room -
(Letter is trigger to talk to Victoria). Talk to Victoria about Robert and find out that James is William's illegitimate son. Victoria wants you to go
to Ashburry and check about Robert.

Ashburry:

Front desk -
Press the doorbell and later talk to the nurse. Learn about Robert's time there
and James' escape.

Outside the building
- Check the sewer. Go left and around the building. Take the hammer from
the roof of the shed. Check twice the dustbin by shed to get syringe.
Knock on metal door and talk to boiler man about everything. Learn that to
escape, one must go through foyer or sewer to the outside. Samuel wants to see
James' cell. Check the beer by metal door.

Graveyard - Go
left and check the graveyard and the rear part of the graveyard.

Get into James'
cell:

- Drug the boiler
man:

Front desk -
Check the grill door on the left of the nurses' station to see if you can go
through that way. Then, talk
to the nurse and she will make a phone call for Samuel.

Sedative -
Enter the counter door. Take the vase and find out the cabinet is
locked. Check the vase in inventory and hear it clink. Right click the vase to
note that it has a slot of some kind at the bottom. Right click the
wallet to get coin. Combine coin with vase to get key. Use key
on cabinet. Check the medicines and pick up the bottle of white powdered
sedative at middle shelf close to left door.

Talk to nurse about the
graveyard.

Boiler man - Go
back to metal door of boiler room. Combine syringe and sedative. Use syringe
with sedative on beer by metal door. Now, how do we get him to drink it?

Turn the heat up
- Look close at boiler room window left of beer case. See the machinery of the
boiler.

Go back inside the
sanatorium. Use the handkerchief in fountain to get wet handkerchief.

Go back to boiler room
window. See a loose rod. Hit the brick holding the loose rod with hammer.
OOPS - he heard us. Let's try again, this time wait for the noise of the
machinery to increase and thump. Hit the brick with hammer in time with the
thump of the machinery.

Use the wet
handkerchief on machinery to trick the sensor of the thermostat to increase
the temperature.

Watch the boiler man
get a bottle of beer.

- Go through
Boiler room:

Boiler room -
Wait for a while for the sedative to work. Visit the graveyard again. Then enter
the metal door and see the man asleep. Sssh!

Go to the rear part of
the room and notice the intercom and the notice board.

Door - The door
has a numerical pad beside it and a key slot.

Go to the notice board
and take pin, small key and note all the poster especially
the Follies 1918 and the schedule.

Go back to the door.
Insert the small key and then press 1918. Door opens.

- Distract the
Doctor on duty:

Go through door and see
a doctor at the table. Samuel goes back to the boiler room.

Foyer - Talk
to nurse and get the duty schedule.

Boiler room rear part
- To call the Doctor away from the desk, click the duty schedule on the intercom.

Go through the door and
down the foyer.

- Find Mr. Bubby:

Talk to Ralph, the
patient. Samuel agrees to find Mr. Bubby to get his approval for the patient to
talk to you. Turn on the light. Look in the dustbin on
the right side of the foyer. Right click the dustbin to get a doll's head.

Go to the boiler room's
stack of coal beside the furnace. Right click the coal to get the body of a
doll. Combine head and body of doll. The doll is still separated.

Right click the
separated doll parts to find a thread. Combine the thread and the pin
from the notice board together. Click the pin and thread on the separated doll
parts to make Mr. Bubby.

Give Mr. Bubby to Ralph
and he tells you that James cell is next door. Dr. Smith has all the keys to the
cells.

- Get the keys
from Dr. Smith:

Flip the light switch
found on the wall above the dustbin off. Click the wire connected to it to pull
it off. Click the other end of
the wire to the fencing over the window. Samuel says now to attract the
attention of the doctor. Place the music box on
the fencing of the window. Samuel flips the switch
on the make a live connection to the fencing. Samuel hides and Dr.
Smith touches the fencing. Samuel takes the music box. Take the cell keys
from Dr. Smith.

James' cell -
Check everything.

The eye picture on left
wall is crumpled. Click on eye picture twice until it falls off and an eye
appear. Talk to Ralph and find out about James and Robert. Robert does his
experiment at night giving medicines to patients.

Take the dark picture
that James painted on the easel. Check and right click the hole in the
mattress to read James' diary.

The doctor has locked
you in. You must get out before he comes back. Talk to Ralph about James' escape
and he will talk about the hole under James' bed.

Exit through the hole
under James' bed.

Look for James at
Lighthouse at Sharp Edge:

Castle - Ask
Bates in the kitchen about the lighthouse depicted in James' drawing. It
is at Sharp Edge.

Sharp Edge -
Saved Game here! Go to entrance and Samuel will say to look around first.
This will open a 'look around' exit to left of building. Go around and scream.

Caught -
Everything has to be done fast. See that James will bury Samuel alive. Click on
Samuel to find out he is tied up feet and legs. Use the small knife-rook on
Samuel. James needs to be distracted. Now that the hands are free, click the
music box on James. James will look at the music box. If you're not fast enough,
James will hit Samuel on the head and RIP.

Samuel and James have
a heart to heart talk. Find out about Robert's experiments on the patients and
where James' sacred key is. It is in the sewers under the cellar accessed from
one of the cellar drains.

In search of
Castle sewer:

Castle cellar -
Take cellar key in kitchen and use on door. Enter cellar and see that
there are 3 sewer grates that have unpleasant smell - by the door, right of
well and by the pump control in the rear. Look at the well and take a rope
with 2 hooks. It might come handy.

Which sewer grate?
- Go to each sewer grate and drop a coin (right click wallet). Find out
which one doesn't have water at the bottom - the grate to the right of the
well.

Sewer - Check
the fountain and pick up the cogwheel on the floor beside it. Go to the
right and see a mechanism that has a stuck red wheel. Look above the wheel and
see a cogwheel and it is missing 2 others.

Get to the
sewers:

Underground -
Go to underground and see a stairs that is flooded. We have to find a way to
get all this murky water drained.

See an opening on the
pillar and a wheel that is chained. Look in the murky water and also see 2
openings on the sides. One of the openings is for letting out water and one for
letting in water. The one for letting in the water is closed. See a cogwheel
floating at right edge of the murky water. Combine hook and rope
together and use it on cogwheel - the rope is bending too much.

- To get
cogwheel in murky water:

Open the closed
water outlet - Go to the railing on the left of the platform and take a
loose rod. Use rod on the opening on the pillar but it is too wide.
Remember what Bates was doing at the cellar. Go to the cellar above and use
the rod on the grinder. Go back and use sharpened rod on the opening
underground. That opened the flap of the drain. Aack - no water.

To get water to
flow - Use acid on the chains holding the wheel. Then turn the wheel.
Water flows.

Cogwheel - The
cogwheel reached the level of the drain but is still unreachable. Used the
combined rope and hook taken from the well on the cogwheel. The rope is still
bending too much. Combine rod on rope and hook to make a fishing pole. Use it
to fish the cogwheel.

- Drain the
murky water: Go back to the mechanism with red
wheel. Place the 2 cogwheels on the cogwheel above the red wheel. Turn the
wheel and the mechanism is running. Go back to the underground and see that
the murky water is drained.

James' sacred key
- Go downstairs and pick up James' chest. Open the chest to get
James green sacred key. A headache came on and you will come back later
to check this place.

Chapter 5

confession of the
truth...

Another nightmare - the
morgue, the saw, the body and the head of Dr. Hermann. Samuel is awakened
again by Bates. Ashburry's head nurse called and wants you to go there. The
weather is foul.

Murder pouring
like rain:

Ashburry - Ring
the doorbell. Talk to the nurse. Robert is dead. He and James were found at
the lighthouse.

When the nurse leaves,
enter James' cell. See James hanging from the ceiling. Look at Samuel's name
on the wall in blood. Click on James to get Robert's key.

Go to the plastered
hole and use the small knife on it. The knife breaks. Talk to Ralph and find
out that James didn't kill Robert and knows who killed Robert.

Lighthouse at Sharp
Edge - Look at dark hole. Use lit lighter on the dark hole and see another
symbol. Click William's diary on symbol to record it.

Morgue - Ring the
doorbell and nobody answers. Click on door and find it open.

Go down to the morgue.
Click on the sheet of the body on the table. It is Dr. Hermann. His head is in
the bucket. After Samuel's bout at the sink, look at the symbol on the sink.
Click William's diary on symbol to record it. See the rise of an altar on a
tower in front of a throne. The tower came up from a green abyss. It seems that
the 5 mortals' statement on the book found with Marcus is coming true. Mordred is
coming!

Look at the body again
and see his clamped hand holds something but you can't open the fingers.

Go to the lamp at the
table at far wall. Click on drawer for a close up look at the table. Take the
medical forceps. Click on the book at the drawer to get small plastic
bags.

Go back to the body and
use the forceps on Hermann's hand to see hairs. Use plastic bag on hair.
Black hair - James has black hair. You need to get a sample.

The doorbell rings. Meet
Detective Collier at the foyer. He blames James for all the killings.

Get some of James'
hair:

Ashburry - Ring
the doorbell and talk to nurse. Find out that James' body is at the chapel in
the old graveyard behind the sanatorium.

Chapel at Graveyard
- Go left and back of the sanatorium. Talk to the boiler man and he won't talk
to you. Go to the graveyard at left and see that the chapel is locked.

Boiler man - Talk
to him and find out that he has the keys but he will not give it to you even for
a bribe.

- Get the chapel
keys:

James' cell - Go
to the front of the sanatorium and climb down the sewer to James' cell. Go out
of cell and to the boiler room.

Boiler room - Look at the locker close to the exit of
the boiler room. See and take the man's rubber boots. Hmm...

Get the rag from
the rail by coal. Use rag on boiler door. Too hot. Go back to James' cell and
wet the rag either from the fountain in the foyer of the sanatorium or the tap
by the toilet in James' cell.

Back at the boiler room,
open the boiler using the wet rag. Try to throw the rubber boots in boiler. It
is best to
turn the valve above the boiler door to shut the vent to the chimney. Place the
rubber boots in boiler. Automatically leave the room.

Go back to James' cell,
under bed and to the boiler room in the back. Take the keys from the
boiler room door.

Chapel - Use the keys on
chapel door at graveyard. See James' body. Take glass shard from floor and use
it on James to get hair.

Morgue -
Click on microscope and automatically focus the microscope. Click James' hair and the murderer's hair on
microscope. They differ. Morris?

Get Morris' hair:

Stable - Read the
letter on the vise. Morris ran away. Click on the switch by one of the stall.
The light comes on. Take Morris' cap. Right click on Morris' cap in inventory
and see a hair in it. Click one of the plastic bags on cap to get Morris' hair.

Castle - Talk to
Bates in kitchen and tell him about Robert and convince him not to tell
Victoria.

Robert's study -
Use Robert's key on door of Robert's study.

Picture - Enter and look close at the picture above the table on the left.
The man has one of the sacred keys. We have to find out who this man from the
past.

Table - Look close at table and see a cocoa box. Click to open the lid of
the cocoa tin and click inside the tin to get a small key. Use the key on
top drawer of the table. Take a paper. Right click on the paper in
inventory and see it a code of some kind. It's blank. Open the lower drawer and
see a picture of Robert's wife that left him - Sophie. Go to one of the lights
by the bookcase and click the paper on the lamp. See 6 3 0 8 1.

Bookcase - Click on the MCXX (1120) above the middle bookcase and Samuel
says it is the year prior to building the foundation of the castle.

Clock - Note the clock chimes and is exactly 12 o'clock. Hmm. Click on the
red button at the middle of the hands and change the time to 11:20. Press the
needle on top. If done correctly, the needle will do a full turn and the clock
will chime.

Safe - The middle bookcase opens to reveal a safe.

Safe puzzle - From the
paper we need to enter 6 3 0 8 1.

Click on first frame at
bottom. Click on dial to change it to 6. Click on first frame to close it.

Click on next frame and
change it to 3. Do all until you have entered 6 3 0 8 1.

If correctly done, a
click will be heard and the safe opens.

Look
in the safe and read Robert's diary about his experiments and his plans for
James. Read William's last will that states that Victoria gets all of William's
personal possession while Samuel gets the family's estate - Black Mirror and the
lands. James was to stay in the Castle for as long as he wants. Robert was
disowned. Take the ring. Read undelivered William's letter to Samuel
right before he died. Right click on the ring and see that it has runes and
Latin words.

In search of
Lothar's key:

Victoria - Knock
on Victoria's room. Talk to her about the picture. Learn that the man is Lothar
Gordon, who started Ashburry. He died mad and buried at the graveyard behind the
sanatorium.

Ashburry - Press
the doorbell and then go to the graveyard. Look at the graves and at the rear
part of the graveyard find an unmarked grave surrounded by dried, thorny bush.
Right click on the unmarked grave and see that it has the Gordon coat of arms.
You have to remove the thorny bush first.

Chapel - Enter the chapel and check the box by the door to get broken
gardening scissors.

Boiler
room door - Look close at boiler room window left of the door. Take the
screw holding the clamp of the gutter pipe. In inventory, combine the screw
and the broken garden scissor to make gardening scissors.

Gordon grave - Use the gardening scissors on dried shrub. When done clearing
it, try to push the lid off but it is too heavy.

Boiler
room shed - Go to the dark corner of the shed. Click and right click the
dark corner to get a metal rod. Use the metal rod on the grave. Oh no!
The grave is empty!

Foyer - Talk to the nurse about ancestor's grave and find out that the
Warmhill parish administered the graveyard before Ashburry.

Warmhill vicarage
- Enter the church. Go to the altar and talk to Father Frederick about the
ancestor. He wants you to come back. Go out and look around. I went to the
castle, morgue, pub and cemetery twice before I got an answer from Father
Frederick. He said that Lothar was cremated and is now kept at the Gordon family
vaults.

Rear Cemetery - Go to the rear cemetery. Find that one of the crypts is open.
Talk to the gravedigger and ask him to look for Lothar's urn. He comes back and
gives you the urn. Right click the urn to get ancestor's sacred key. Now
only William's key needs to be obtained. Click on tool box to get flashlight.

Get William's key:

William's grave - Look at William's grave and Samuel says
that the ground has still not hardened.

Cemetery by church
- Go to the cemetery right of the side entrance to the church. Look at the grave
and barrow. It's too dark. Use the flashlight and take the shovel lying
on the barrow heap at extreme right of screen.

William's grave -

Get rid of
gravedigger - Click the shovel on William's grave but Samuel says to get rid
of the gravedigger first. Take the peg (bottom of door) holding the door
open. Click on the wire tied to the door and fence and Samuel will untie it.
Samuel then places the peg on the closed door.

Dig
William's grave with the shovel. Watch. Take the William's blue sacred
key.

Church - Go in
front of the church and see the Gordon carriage. Samuel enters the church and
sees Bates go in to the confessional. Samuel stops Father Frederick from going
any further. Samuel enters the confessional and hears Bates' confession.
Samuel!!!!

Chapter 6

Look through the
mirror...

Catacombs - Go to
the underground that you drained. Go down the stairs and look at the symbols in
circle on the wall.

Pentagram - The
symbols surround a pentagram at the center. Use the ring on the pentagram and
the symbols similar and those seen beside the bodies of the 5 mortals killed light up. Click the
red jewel beside the symbols in the order seen throughout the game. The
door will slide open when done correctly.

Maze - Enter the
catacomb. Look at the writing on the archway. Samuel doesn't understand it nor do I.

Save Game here. Enter a maze. Look around as
you please. Don't look at all the openings or you might get killed.

Ornate Door:

1. Go left from start (sign on archway). Go to room
at top of screen. Take the helmet from left at ground. Press the brick.
You will hear a sound.

2. Go at top of screen and see an ornate door that
has an opening where the lock should be.

3. Go 2 screens down and left. Look in opening and
take the talisman.

4. Go back to ornate door and place the talisman on the
opening where the lock should be.

5. See a stand and 2 alcoves behind it. Place the
black sphere from inventory on the stand. Hear sounds and the button under
the lamp lit up. Look in left alcove and get map of the
maze-catacomb.

Lights:

1. From the globe
stand , go right 2 screens down past the beast wall.

2. Light the candle
with your lighter. Hold the map on candle to see areas that are lit.

3. Go down one screen
from candle and pick up the sword from left at ground

4. Go to 2 screens
down from the globe stand and press button on the right wall to light the
lamp.

5. Go back to globe
stand, go left, go one screen down and see an abyss. You cannot get to the
button on the right.

6. Throw the helmet
and sword down the abyss and the floor slides to cover it.

7. Press the button to
light the lamp.

8. Go in front of the
beast wall and press the left and right buttons to light the 2 lamps.

An eerie gate is seen.
Enter

Black Mirror Gate:

Look at the altar. Pick
up the dagger. Right click dagger in inventory to note that it is Volpar,
the ritual dagger. Click dagger on Samuel. He will shed his blood on the
container in front of the book on the altar. Blood flows to open the holes around the book. Place the
5 sacred keys on the holes based on the color of their jewels.

Read the verses. Samuel
has sealed the gate - Black Mirror between evil and this world.

Here there is no
judge to pass judgment. There is only me.

This
document may not be distributed without express written permission of the author
and the content may not be altered in any way.

For
Questions or Comments on this Walkthrough,
Please write to: MaGtRo